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- ============================================================================
-
-
- Lemmings 3D
-
- from
-
- CLOCKWORK GAMES
-
- Published
-
- by
-
- PSYGNOSIS Ltd.
-
-
- Copyright 1995
-
-
- ============================================================================
-
- SYSTEM REQUIREMENTS
-
- PROCESSOR
- ---------
-
- The game has been written using 386+ assembler, so it WON'T run on a 286
- or below.
-
- The MINIMUM playable system is an IBM PC compatible 486 DX33 although you
- MAY be able to play it on a lesser system if you turn the detail level
- to minimum and shrink the screen.
-
- RECOMMENDED system for maximum detail is a IBM PC compatible 486 DX2/66.
-
- GRAPHICS
- --------
-
- A VGA graphics card are required, with 256Kb of RAM, although the FINAL
- version with make use of an SVGA card with 512Kb+ of RAM.
-
- MEMORY
- ------
-
- The game requires between 430KB and 560KB of CONVENTIONAL memory,
- depending upon the sound configuration selected, and 3MB of EMS (EXPANDED
- memory). That is, in your CONFIG.SYS, the EMM386 line should include at
- least the following:
-
- <drive>:<path>\EMM386.SYS 3072
-
- The FINAL version will have higher resolution lemmings if you have 8MB
- available.
-
- SMARTDRV
- --------
-
- The use of SMARTDRV is not prohibited, although you should be aware that
- it could make EMS unavailable to Lemmings 3D.
-
- CONTROLS
- --------
-
- A mouse or CyberMan controller are STRONGLY recommended.
-
- SOUND
- -----
-
- The game supports the following sound cards:
-
- SoundBlaster AWE32
- Gravis Ultrasound
- General Midi
- Roland LAPC-1
- Roland SCC-1
- SoundBlaster 8-bit & compatibles
-
- There will be over 30 themed tunes.
-
- There will be over 100 samples, including Lemming speech.
-
- The CD-ROM version will also have over 20 audio tracks.
-
- HARD DISK SPACE
- ---------------
-
- This DEMONSTRATION version requires 10MB of Hard Disk space.
-
- The FINAL version will be available on PC CD-ROM and 3.5 HD floppy.
-
- The game requires approx 1Kb of Hard Disk space,
-
- The floppy version will require approx 25MB of Hard Disk.
-
- ============================================================================
-
- DEMONSTRATION VERSION
-
- This version of Lemmings 3D contains all the 20 practice levels and 8
- normal levels from the 100 that will be included in the FINAL version.
-
- The first couple of levels are fairly easy and are designed for you to
- get adjusted to the controls. The later levels are more difficult so they
- should keep you entertained a bit longer.
-
- Don't worry if you are having difficulties completing the later levels, the
- FINAL version will have a more gradual learning curve.
-
- INSTALLING THE DEMO
-
- Type A:INSTALL to install the game to C:\GAMES\L3D. This will automatically
- run the setup program which allows you to change the sound card and
- various other preferences. This creates a small configuration
- file called C:\LM3D.CD\LM3D.CFG
-
- If you wish to change the sound card setup after installation then
- from C:\GAMES\L3D type SETUP.
-
- To run the demo type L3D from C:\GAMES\L3D
-
- OPTIONAL PARMETERS
-
- L3D sNN - allocates NN KB for sample buffer.
- By default Lemmings 3D allocates a 64KB sound effect buffer. If
- you don't have enough base memory then try using this parameter
- to reduce the amount of memory required (e.g L3D s32)
- If this parameter is used then fewer samples can be played at the
- same time and some of the larger samples may be missing entirely.
-
-
- ============================================================================
-
- TITLE SCREEN
-
- There are five icons across the bottom area of the screen. From left
- to right, they are as follows:
-
- 1) `PLAY' - begins playing the game on the first level of
- whichever skill level is selected.
- - 'F1' also activates this function.
-
- 2) `CODE' - activates the password screen. The player must then
- enter an eight character alphabetic code. If the code
- is valid the player goes directly to the selected level,
- otherwise a message is displayed and the player is
- sent back to the title screen.
- - `F2' also activates this function.
-
- 3) `?' - brings up the configuration requester. (see below
- for detailed explanation).
- - `F12' also activates this function.
-
- 4) `SKILL' - changes between `PRACTICE' and `FUN' skill levels.
- A LEFT click increase the skill level, whilst a
- RIGHT click decreases it.
- - The UP and DOWN cursor key increase and decrease the
- skill respectively.
-
- - The FULL VERSION will have 5 skill levels.
-
- 5) `QUIT' - Exit to DOS. Requires confirmation.
- - `Esc' activates this function.
-
-
- Before each level, the player is shown a cameo of the style of level about
- to be played with the Level name and number.
-
- - LEFT clicking (or F1) the mouse on this screen will play the
- level.
- - RIGHT clicking (or F2) the mouse will take you back to the
- title screen.
- - Pressing the ENTER key will show a rotating view of the level
- along with some extra information:
-
- 1) Level name
- 2) Number of Lemmings available
- 3) Number of Lemmings required to rescue
- 4) Difficulty rating.
-
- After each level, the player is given a resume of how they did:
-
- 1) Number of Lemmings rescued
- 2) Number of Lemmings required to rescue
- 3) Password to start from this point (if the level was successfully
- completed)
- 4) A comment on their efforts
-
- ============================================================================
-
- MAIN GAME CONTROLS
-
- Moving the camera
- -----------------
-
- The game can be played with a variety of combinations of control methods.
-
- 1) Mouse only
- 2) Cyberman only
- 3) Keyboard only
- 4) Mouse & Keyboard
- 5) Cyberman & Keyboard
-
- If you have problems playing using only the mouse, try moving using the
- numeric keys, and moving the pointer with the mouse/CyberMan.
-
- Cyberman Control
- ----------------
-
- A CyberMan compatible control method has been implemented. It is
- mutually EXCLUSIVE with the mouse (that is, they cannot been operated
- at the same time). Moving the controller in a flat plane moves the
- pointer around the in the same manner as the mouse would. LEFT click
- is the unchanged from the mouse. Movement is achieved in the
- following manner:
-
- PITCH FORWARD - move forwards.
- PITCH BACKWARD - move backwards.
- ROLL LEFT - move left.
- ROLL RIGHT - move right.
- YAW LEFT - rotate left.
- YAW RIGHT - rotate right.
- PITCH FORWARD / YAW LEFT - move forward and left.
- PITCH FORWARD / YAW RIGHT - move forward and right.
-
- Pressing the MIDDLE button will cause the movement to occur at
- approximately 3x normal speed. The cursor is NOT context
- sensitive with regards to movement when using the CyberMan.
-
- Mouse Control
- -------------
-
- The camera can be moved about using the context sensitive mouse and
- pressing the RIGHT MOUSE BUTTON. The camera will move depending
- on which of the following 8 regions of the screen the mouse is within.
- The speed of movement will depend on the distance of the mouse from
- the centre of the screen.
-
- *--------------------*--------------------*--------------------*-*
- | | | | |
- | | | | |
- | Forward | Forward | Forward | |
- | & Left | | & Right | |
- | | | | |
- | | | | |
- | | | |U|
- | | | |p|
- *--------------------*--------------------*--------------------* |
- | | | | |
- | | | | |
- | | | |a|
- | Rotate | | Rotate |n|
- | Left | None | Right |d|
- | | | | |
- | | | | |
- | | | |D|
- | | | |o|
- *--------------------*--------------------*--------------------*w|
- | | | |n|
- | | | | |
- | Side Step | Backward | Side Step | |
- | Left | | Right | |
- | | | | |
- | | | | |
- | | | | |
- | | | | |
- *--------------------*--------------------*--------------------*-*
-
- On the far RIGHT of the screen is a slider bar that controls the vertical
- positioning of the camera. RIGHT CLICKING on this will move the camera up
- & down.
-
- The sensitivity of the mouse and the camera movement speed can be changed
- from the configuration screen (see below). If you are moving the mouse to
- move the camera we recommend the camera speed be set to about 2.
-
- Map
- ---
-
- There is an aerial relief map of the level in the top left corner of
- the screen. On levels that are NOT played entirely INSIDE an enclosed
- area, the current camera can be moved anywhere on the map instantly by
- right clicking on the location required to view, and dragging the camera
- to the point they wish to view from, setting the view distance and
- location.
-
- Status Bars
- -----------
-
- Clicking the LEFT MOUSE BUTTON activates all other icons on the screen.
- In the extreme top right, top left & bottom left corners are 3 small
- icons which toggle the overhead map & status bars on and off.
-
-
- Bottom Status Bar
- -----------------
-
- Arrow Icon - This is useful for when there are a lot of Lemmings
- milling about in a small space and you want to make
- sure you select the right one. LEFT clicking on the
- arrow icon will toggle it on & off. When the arrow
- is highlighted it allows you to select any Lemming
- on the screen (which will then be marked by a white
- arrow above its head). If you accidentally select
- the wrong Lemming you can keep clicking on different
- ones until you are happy with your choice. Then LEFT
- clicking on a skill will give that Lemming the skill
- straight away.
- This icon has an extra function when in Virtual Lemming
- mode. It cycles the through the Lemmings walking
- around the level.
-
- Face - LEFT clicking on this and then on a Lemming enters Virtual
- Lemming mode. This allows you to see the world through the
- eyes of a Lemming.
-
- Whilst in this mode clicking on a skill causes the current
- Lemming to take that skill immediately. LEFT clicking on
- another Lemming transports you to Virtual Lemmings in that
- Lemming. You will be returned to normal mode when the
- exits the level or when you LEFT click on the face icon
- again.
-
- It is possible to cycle through the Lemmings, in
- Virtual Lemming mode, by LEFT clicking on the arrow icon
- to the left of the Lemming skills.
-
- Whilst in Virtual Lemming mode, and NOT a BASHER, DIGGER,
- MINER, it is possible to turn the Lemming's head through
- 90 degrees left and right. Use the RIGHT mouse button to
- turn the head, with the position of the pointer controlling
- the direction the head turns.
-
- Lemming Skills - This shows the an icon for each Lemming skill (nine in
- total) and a number indicating how may Lemmings there are
- with that skill remaining to be used. If there is a
- skill currently selected then this will be animating.
- To change the current skill LEFT click on any of icons
- which have a number by them. To select a Lemming to use
- this skill, move the pointer over one of the Lemmings
- until it changes to a box then LEFT click.
-
- The skills are as follows, from left to right:
- BLOCKER, TURNER, BOMBER, BUILDER, BASHER, MINER,
- DIGGER, CLIMBER, FLOATER
-
- The 90 degree turner skill requires a further LEFT click
- to indicate the direction in which the Lemming should
- turn. An arrow will point in the direction the Lemmings
- will turn to help in this function.
-
- NOTE: when the pointer moves over a Lemming, it changes
- from a direction arrow into a box, indicating it is over
- a Lemming. There is an exception to this rule:
-
- If the currently selected skill is 180 blocker and there
- are still some available, the mouse pointer becomes a
- pair of arrows indicating the direction Lemmings will
- move when they encounter the selected Lemming.
-
-
- Right Status Bar
- ----------------
-
- From top to bottom this contain the following icons.
-
- In - If it's a white number then it shows the number of
- Lemmings which you need to reach the exit. When you
- have rescued more than the required number the number
- will change to green showing how many extra have been
- rescued.
-
- Out - Number of Lemmings currently in the level.
- Important: this is NOT a percentage.
-
- Time Remaining - minutes and seconds remaining until level
- auto-destructs.
-
- Bomb - DOUBLE LEFT clicking on this will cause all the Lemmings
- to blow up and the level to be aborted.
-
- Fast Forward - LEFT clicking on this toggles the game between normal &
- fast forward mode. In fast forward mode all the Lemmings
- move a 3x their normal rate.
-
- Camera - LEFT clicking on this toggles between 4 cameras.
- Each camera starts in a different position so you can
- quickly look around the level without having to move
- the camera.
-
- Pause - LEFT clicking on this toggles pause mode on & off.
- In pause mode you can still move the camera around but
- the Lemmings don't move and the timer doesn't count down.
-
- Spin world left - LEFT clicking on these rotates the entire world left
- & right & right about its centre point.
-
- Increase - LEFT clicking on these increase & decrease
- & decrease the release rate of the Lemming. Note - the release
- release rate rate can't be lowered below the starting level.
-
-
- Keyboard short cuts
- -------------------
-
- `Return/Enter' - toggle fast forward.
- `A' - rotate world left.
- `S' - rotate world right.
- `[` - enlarge 3D window.
- `]' - shrink 3D window.
- `P' - toggle pause mode.
- `Esc' - abort level and try again.
- `I' - toggle Virtual Lemming mode.
- `H' - toggle Hilight Lemming / Cycle through Lemmings in
- Virtual Lemming mode.
- `C' - toggle between camera 1 and camera 2.
- `T' - mouse pointer up.
- `F' - mouse pointer left.
- `G' - mouse pointer right.
- `V' - mouse pointer down.
- `Space Bar' - LEFT mouse click.
- '<ALT> Q' - activate armageddon.
- `F1' - activate 180 blocker (if available).
- `F2' - activate 90 blocker (if available).
- `F3' - activate bomber (if available).
- `F4' - activate builder(if available).
- `F5' - activate basher (if available).
- `F6' - activate miner (if available).
- `F7' - activate digger (if available).
- `F8' - activate climber (if available).
- `F9' - activate floater (if available).
- `F11' - quit back to the title screen. Requires
- confirmation.
- `F12' - bring up the Configuration Requester.
- `1' - Switch to camera 1
- `2' - Switch to camera 2
- `3' - Switch to camera 3
- `4' - Switch to camera 4
-
- Numeric Pad:
- ------------
-
- `7' - move camera forward and left.
- `8' - move camera forward.
- `9' - move camera forward and right.
- `4' - rotate camera to the left.
- `6' - rotate camera to the right.
- `1' - side step camera to the left.
- `2' - move camera backward.
- `3' - side step camera to the right.
- `-' - move vertically UP
- `+' - move vertically DOWN
- `Return/Enter' - toggle fast forward.
-
- If the SHIFT key is held down simultaneously, the camera moves at
- approximately 3x normal speed.
-
- ============================================================================
-
- Configuration Requester
- -----------------------
-
- This requester allows the user to change various parameters within the
- game in order to obtain optimum playability on their system. The user
- can:
-
- 1) Block texture mapping ON or OFF. The majority of the background will
- then be made from polygons, giving a significant increase in speed on
- slower machines.
-
- 2) Land texture mapping ON or OFF. The land will then be displayed as
- large, flat polygons, giving an increase in speed on slower machines.
-
- 3) Sea texture mapping ON or OFF. The sea will then be displayed as a
- large, flat shaded area giving a significant increase in speed on
- slower machines.
-
- 4) Sky texture mapping ON or OFF. The sky will then be displayed as a
- large, flat area giving an increase in speed on slower machines.
-
- 5) CD Anims ON or OFF. DISABLED IN DEMONSTRATION VERSION.
-
- 6) Replays ON or OFF. If this is on then if you fail a level you can
- replay your previous attempt then take over from just before you went
- wrong.
-
- 7) Toggle handedness of mouse. This causes the mouse buttons to be reversed.
- That is, anything requiring a RIGHT click, now requires a LEFT click and
- vice versa.
-
- 8) Change video mode. To help prevent the screen 'shearing' at high speeds,
- and the mouse pointer flickering, two different video modes have been used.
- If you experience problems with one mode, try the other one. Video mode 2
- will give better results, but does not work on all machines.
-
- 9) CD Music volume. DISABLED IN DEMONSTRATION VERSION.
-
- 10) Music volume. The lowest setting will turn the music off.
-
- 11) Sound effects volume. The lowest setting will turn the sound off.
-
- 12) Set the 3D window size. Obviously the smaller the window, the faster
- the game will run.
-
- 13) The mouse pointer speed can be adjusted for optimum response on the
- user's system.
-
- 14) The camera speed around the 3D environment can be adjusted for optimum
- playability. We recommned that the camera speed be set to about '2' if you
- are playing only with the mouse, and about '4' if you are moving using the
- keyboard.
-
- ============================================================================
-
- Special Blocks
- --------------
-
- Several new features which effect the Lemmings behaviour have been
- added to Lemmings 3D. They are as follows:
-
- Splitters - these pagoda type structures force a Lemming to turn 90
- degrees when they walk through them. They alternate
- between turning left and right as each Lemming passes
- through. It is important to note that each entrance to
- the splitter keeps track of its own status, independently
- of the other entrances to that particular splitter.
-
- Trampolines - when a Lemming walks/falls onto a trampoline it will be
- flung forwards and upwards, continuing in the same
- direction. There are two types of trampoline: RED ones
- increase the height and distance the Lemming travels by
- 1 each time they bounce, and BLUE ones which decrease
- the height and distance by 1 each time they bounce.
-
- Lemmings will bounce off turner blocks whilst in flight
- and will land on suitable platforms, including ladders.
- If a Lemming lands on anything other than a crash mat
- (see below), after having fallen more than the specified
- distance, then may be stunned, or even explode.
-
- Springs - these fling the Lemming to a predetermined area, any
- distance and any height from the spring, in any
- orientation. If the Lemming hits an obstruction whilst
- being thrown, it will explode.
-
- Teleports - these occur in pairs, with the Lemmings being transported
- between the two teleporters each time they move across
- them.
-
- Crash mats - these allow the Lemmings to fall from ANY height without
- being stunned or killed.
-
- Slippery blocks - on some levels there are slippy blocks (usually
- covered in ice or snow). When a Lemming walks onto these
- they will quickly slide across them until they get to
- a non slippy block. When a Lemming is sliding it can't
- be changed into anything except a BOMBER, CLIMBER or
- FLOATER.
-
- ============================================================================
-
- Auto-Replay - all your moves are recorded whilst you play a level, and
- if you fail, these moves will be played back up until the
- last move you made. You can jump in at any moment, by
- clicking the mouse or pressing a key saving you the
- hassle of doing it again and again.
-
-
- ============================================================================
-
- Certain levels have a claustrophobic feel to them, where the cameras are
- limited in their movement. They may be trapped in a confined space, forcing
- you to use Virtual Lemming mode. Other levels may have inaccessible areas
- which can only be accessed in Virtual Lemming mode.
-
- ============================================================================
-
-
- CLOCKWORK GAMES
- ---------------
-
- PROGRAMMERS - Martin Hall & James Thomas
- -----------
-
- GRAPHICS - Neil Casini (Bitmaps) & Robert Matthews (3D modelling)
- -------- & Peter Grayley (Original Lemming models)
-
- LEVEL DESIGN - Andrew Brechin, Martin Hall, Neil Casini, James Thomas
- ------------ & Robert Matthews
-
- MUSIC & SFX - PC MUSIC
- -----------
-
- PRODUCER - Greg Duddle
- (PSYGNOSIS)
- -----------
-
- PLAY TESTERS - Paul Stone, Andrew Green, Matt Geeson & Sam Geeson
- ------------
-
-
- ============================================================================
-
- We hope you enjoy the game, and remember, any comments you make will be
- sent direct to CLOCKWORK GAMES and could be incorporated in the FINAL
- version. So get playing!!!
-
- ============================================================================
-
- DISCLAIMER
- ----------
-
- WE MAKE NO WARRANTIES, CONDITIONS OR REPRESENTATIONS EXPRESS OR IMPLIED,
- WITH RESPECT TO THIS PRODUCT, ITS QUALITY, MERCHANTABILITY OR FITNESS FOR
- ANY PARTICULAR PURPOSE. THIS PRODUCT IS PROVIDED 'AS IS'. WE SHALL IN NO
- WAY BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES.
-
- ============================================================================